pages.imageToPbrTexture.mapbaseColorTitle
Source photopages.imageToPbrTexture.mapbaseColorBody
pages.imageToPbrTexture.mapbaseColorFile
IMAGE TO PBR TEXTURE MAPS
Turn a surface photo into PBR starter maps: a base color image, an estimated normal map, and neutral material maps. Download all five PNGs in one ZIP.
These are editable PBR starter maps, not a fully reconstructed or physically measured material. Roughness, metallic, and AO use defaults.
Your image is processed locally in your browser.
A qualifying paid account with available credits is required. Local processing does not deduct additional credits.
Generate your texture maps to preview the five PNG images here.
Generate your texture maps to preview the five PNG images here.
FROM SURFACE PHOTO TO MATERIAL STARTER
Start with a photograph of wood, stone, brick, fabric, or another surface. Create a base color image, an estimated normal map, and three neutral maps you can continue editing in your preferred 3D application.
The normal map is estimated from brightness gradients. Default roughness, metallic, and AO values are not inferred from the photograph.
Three steps to a texture starter pack
Upload a PNG, JPG, or WebP surface photo up to 10 MB.
Adjust how strongly brightness variations affect the estimated normal map.
Generate, inspect five map previews, and download the PNG files in one ZIP.
YOUR FIVE-MAP STARTER PACK
The ZIP contains five PNG images to use as initial material inputs in compatible 3D software. Each map has a different role, and only the normal map is calculated from image brightness.
pages.imageToPbrTexture.mapbaseColorBody
pages.imageToPbrTexture.mapbaseColorFile
pages.imageToPbrTexture.mapnormalBody
pages.imageToPbrTexture.mapnormalFile
pages.imageToPbrTexture.maproughnessBody
pages.imageToPbrTexture.maproughnessFile
pages.imageToPbrTexture.mapmetallicBody
pages.imageToPbrTexture.mapmetallicFile
pages.imageToPbrTexture.mapaoBody
pages.imageToPbrTexture.mapaoFile
A photograph alone cannot reliably reveal every physical property. Treat the pack as an editable starting point, not a scanned or measured PBR material.
MATERIAL PHOTO IDEAS
Choose a clear, front-facing photo of the surface you want to explore. These examples describe suitable source subjects; the maps are generated from the image you upload.
Look for visible mortar lines, clear color variation, and even lighting. Strong shadows can influence the normal estimate.
Your image → five editable PNG maps
Choose a photo with recognizable grain and a clear view of the surface. Grain in a photo does not always correspond to real relief.
Your image → five editable PNG maps
Stone and concrete photos can provide visual brightness changes for normal map experiments. The tool does not identify the material type.
Your image → five editable PNG maps
No example render is shown here as generated output. Upload a surface image to see its actual maps in the workspace above.
CREATIVE USE CASES
Use the generated maps as a practical visual starting point, then refine them to suit your model, lighting, and rendering pipeline.
Try a photo-based color and normal starting point for a chest, wall, stone object, or decorative prop.
Explore wood, brick, concrete, or stone references for floors, walls, and scene surfaces. Check repetition and seams.
Experiment with a material idea on an object or scene, then tune the map inputs to your visual style.
Try illustrative or decorative surface images as a base for creative material experiments.
Learn how base color and normal inputs affect a PBR shader by starting from a familiar photo.
Test an initial visual direction before investing time in a more precise texture authoring workflow.
CHOOSE A BETTER SURFACE REFERENCE
The base color and estimated normal map both come from your image. Lighting and unwanted objects in the source can become part of the output.
CONTROL ESTIMATED DETAIL
The control affects how strongly image brightness gradients influence normal directions. It changes the estimated normal map, not your model geometry or real-world surface height.
Lower values create a subtler surface effect and may suit smoother-looking materials.
The default is 2.5. Start there, then inspect the map in your 3D application.
Higher values intensify variation and can exaggerate image noise, shadows, or lighting artifacts.
Choose from 0.5 to 6.0. This value is not a measurement of physical depth.
FROM DOWNLOAD TO MATERIAL
Extract the ZIP and connect the maps to a compatible material. Exact setup and color-space settings vary across software and rendering pipelines.
Connect base color to the material color input. Route the estimated normal image through a Normal Map node and review each image's color-space setting.
Import the PNGs and assign them to compatible shader inputs. Configure normal texture import and material values for your render pipeline.
Import the images and connect them to a compatible material. Check normal orientation and texture import settings.
The outputs are standard PNG images. Material nodes and setup steps depend on the application you use.
A starter pack is not a finished material preset. You may need to correct baked lighting, tune roughness, orient the normal map, or create additional maps.
TWO DIFFERENT WORKFLOWS
These tools support different parts of a 3D workflow. Choose based on whether you need editable image maps or a newly textured model.
Upload a surface photo and download five separate PNG starter maps to edit and apply yourself.
Start with an existing GLB model and a reference image to create a newly textured 3D asset.
Explore AI 3D Texturing →KNOW WHAT TO EXPECT
A single photograph cannot reliably reveal every physical property of a surface. This tool keeps the generated and default information clearly distinguished.
Uses the photo for base color, estimates normal directions from brightness gradients, supplies neutral roughness, metallic, and AO defaults, and packages five PNGs into a ZIP. Processing runs in your browser.
It does not measure real material properties, recover true geometry, create a height or displacement map, remove baked shadows, identify material types, make seamless textures, or prepare a finished preset for every application.
LOCAL BROWSER PROCESSING
The browser uses your image to create the maps locally. It does not send your photo to an AI inference provider for this operation.
Create a newly textured 3D asset from an existing model and reference image.
Explore tool →Image to 3DCreate an estimated 3D object from a reference photo.
Explore tool →3D Product Color ConfiguratorChange the surface color of a compatible GLB and export a variant.
Explore tool →GLB CompressorReduce supported texture dimensions and compare GLB file sizes.
Explore tool →BEFORE YOU CREATE
It turns an image into maps that can be used while building a physically based rendering material. This tool creates a base color, an estimated normal, and default roughness, metallic, and ambient occlusion maps.
Upload a PNG, JPG, or WebP image, adjust Normal Map Strength, and start processing. The tool creates five PNG maps and packages them into a downloadable ZIP.
Upload PNG, JPEG, or WebP images up to 10 MB. A clear photo of the surface you want to use is a good starting point.
The ZIP includes base color, estimated normal, default roughness, default metallic, and default ambient occlusion PNG files.
Yes. This tool estimates a normal map from image brightness gradients. It can support visual surface-detail experiments, but it does not measure the surface's real geometry.
No. Processing runs locally in your browser. The normal map is estimated from brightness changes, while roughness, metallic, and AO maps contain default values.
No. One photo cannot reliably reveal physical roughness. The ZIP contains a uniform default roughness map that you can adjust or replace.
No. The metallic map uses a uniform nonmetallic default. For a metal material, edit or replace the map in your 3D software.
No. The AO image is a neutral default; it does not analyze crevices or calculate geometric occlusion from the photo.
No. The ZIP does not include height or displacement. A normal map affects how lighting appears on a surface but does not change mesh geometry.
It controls how strongly image brightness gradients influence the estimated normal map. The range is 0.5–6.0 and the default is 2.5.
No. Higher values intensify estimated normal variation, including noise and lighting artifacts. They do not recover missing physical detail.
Not automatically. The tool does not remove seams or create tileable maps. You may need to edit the source or output in another application.
Yes. Import the PNGs, connect base color to the material color input, and route the estimated normal image through an appropriate Normal Map node. Review color-space settings.
Yes. Import them into compatible materials and configure shader inputs, normal map settings, and surface values for your rendering pipeline.
They can be a starting point, but they are not guaranteed to be production-ready. Check accuracy, tiling, material values, resolution, and your rights to the source image.
You can upload photos of these surfaces to create starter maps. The tool does not identify or physically reconstruct the material type.
Yes. Base color retains the photo's visible colors. The estimated normal map uses brightness information rather than treating source colors as normal directions.
No. The base color map comes from your photo, so existing lighting and shadows may remain. Correct them separately in an image editor if needed.
Images are processed up to a maximum dimension of 1024 pixels while preserving aspect ratio. Smaller images are not upscaled, and there is no separate output-size selector.
Yes. After generation, the workspace shows previews of all five PNG maps. Select a preview to enlarge it, then download the full set as a ZIP.
No. It creates texture images from a photo and does not accept or modify a 3D model. Use AI 3D Texture Generator for model-based retexturing.
Local processing does not deduct additional credits, but access requires a qualifying paid Create3DOnline account with available credits.
The texture-processing operation runs locally in your browser and does not send the image to a remote AI generation service. Account access checks happen separately.
Yes. The outputs are PNG images that you can edit in compatible image software, replace, or tune in your 3D material.
This tool creates separate PNG starter maps from a surface photo for you to edit. The AI 3D Texture Generator uses an existing 3D model and reference image to create a newly textured asset.
START WITH A SURFACE PHOTO
Choose a wood grain, stone surface, or brick pattern. Create five editable texture maps, download them, and continue refining your material in your favorite 3D software.
Generate my texture mapsUpload photo · Estimated normal map · Five PNG files · ZIP download